/***************************************************************************
 *  Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,	   *
 *  Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe.   *
 *									   *
 *  Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael	   *
 *  Chastain, Michael Quan, and Mitchell Tse.				   *
 *									   *
 *  In order to use any part of this Merc Diku Mud, you must comply with   *
 *  both the original Diku license in 'license.doc' as well the Merc	   *
 *  license in 'license.txt'.  In particular, you may not remove either of *
 *  these copyright notices.						   *
 *									   *
 *  Much time and thought has gone into this software and you are	   *
 *  benefitting.  We hope that you share your changes too.  What goes	   *
 *  around, comes around.						   *
 ***************************************************************************/

/***************************************************************************
*	ROM 2.4 is copyright 1993-1995 Russ Taylor			   *
*	ROM has been brought to you by the ROM consortium		   *
*	    Russ Taylor (rtaylor@pacinfo.com)				   *
*	    Gabrielle Taylor (gtaylor@pacinfo.com)			   *
*	    Brian Moore (rom@rom.efn.org)				   *
*	By using this code, you have agreed to follow the terms of the	   *
*	ROM license, in the file Rom24/doc/rom.license			   *
***************************************************************************/

/*************************************************************************** 
*       ROT 1.4 is copyright 1996-1997 by Russ Walsh                       * 
*       By using this code, you have agreed to follow the terms of the     * 
*       ROT license, in the file doc/rot.license                           * 
***************************************************************************/
/*
 * Copyright (C) 2007-2011 See the AUTHORS.BlinkenMUD file for details
 * By using this code, you have agreed to follow the terms of the   
 * ROT license, in the file doc/rot.license        
*/

#if defined(macintosh)
#include <types.h>
#include <time.h>
#else
#include <sys/types.h>
#include <sys/time.h>
#endif
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include "merc.h"
#include "magic.h"

void
do_heal (CHAR_DATA * ch, char *argument)
{
  CHAR_DATA *mob;
  char arg[MAX_INPUT_LENGTH];
  int cost, sn;
  SPELL_FUN *spell;
  char *words;

  /* check for healer */
  for (mob = ch->in_room->people; mob; mob = mob->next_in_room)
    {
      if (IS_NPC (mob) && IS_SET (mob->act, ACT_IS_HEALER))
	break;
    }

  if (mob == NULL)
    {
      send_to_char ("You can't do that here.\n\r", ch);
      return;
    }

  one_argument (argument, arg);

  if (arg[0] == '\0')
    {
      /* display price list */
      act ("$N says '{aI offer the following spells:{x'", ch, NULL, mob,
	   TO_CHAR);
      send_to_char ("  light: cure light wounds      10 gold\n\r", ch);
      send_to_char ("  serious: cure serious wounds  15 gold\n\r", ch);
      send_to_char ("  critic: cure critical wounds  25 gold\n\r", ch);
      send_to_char ("  heal: healing spell	      50 gold\n\r", ch);
      send_to_char ("  blind: cure blindness         20 gold\n\r", ch);
      send_to_char ("  disease: cure disease         15 gold\n\r", ch);
      send_to_char ("  poison:  cure poison	      25 gold\n\r", ch);
      send_to_char ("  uncurse: remove curse	      50 gold\n\r", ch);
      send_to_char ("  refresh: restore movement      5 gold\n\r", ch);
      send_to_char ("  mana:  restore mana	      10 gold\n\r", ch);
      send_to_char (" Type heal <type> to be healed.\n\r", ch);
      return;
    }

  if (!str_prefix (arg, "light"))
    {
      spell = spell_cure_light;
      sn = skill_lookup ("cure light");
      words = "judicandus dies";
      cost = 1000;
    }

  else if (!str_prefix (arg, "serious"))
    {
      spell = spell_cure_serious;
      sn = skill_lookup ("cure serious");
      words = "judicandus gzfuajg";
      cost = 1600;
    }

  else if (!str_prefix (arg, "critical"))
    {
      spell = spell_cure_critical;
      sn = skill_lookup ("cure critical");
      words = "judicandus qfuhuqar";
      cost = 2500;
    }

  else if (!str_prefix (arg, "heal"))
    {
      spell = spell_heal;
      sn = skill_lookup ("heal");
      words = "pzar";
      cost = 5000;
    }

  else if (!str_prefix (arg, "blindness"))
    {
      spell = spell_cure_blindness;
      sn = skill_lookup ("cure blindness");
      words = "judicandus noselacri";
      cost = 2000;
    }

  else if (!str_prefix (arg, "disease"))
    {
      spell = spell_cure_disease;
      sn = skill_lookup ("cure disease");
      words = "judicandus eugzagz";
      cost = 1500;
    }

  else if (!str_prefix (arg, "poison"))
    {
      spell = spell_cure_poison;
      sn = skill_lookup ("cure poison");
      words = "judicandus sausabru";
      cost = 2500;
    }

  else if (!str_prefix (arg, "uncurse") || !str_prefix (arg, "curse"))
    {
      spell = spell_remove_curse;
      sn = skill_lookup ("remove curse");
      words = "candussido judifgz";
      cost = 5000;
    }

  else if (!str_prefix (arg, "mana") || !str_prefix (arg, "energize"))
    {
      spell = NULL;
      sn = -1;
      words = "energizer";
      cost = 1000;
    }


  else if (!str_prefix (arg, "refresh") || !str_prefix (arg, "moves"))
    {
      spell = spell_refresh;
      sn = skill_lookup ("refresh");
      words = "candusima";
      cost = 500;
    }

  else
    {
      act ("$N says '{aType 'heal' for a list of spells.{x'",
	   ch, NULL, mob, TO_CHAR);
      return;
    }

  if (cost > ((ch->platinum * 10000) + (ch->gold * 100) + ch->silver))
    {
      act ("$N says '{aYou do not have enough gold for my services.{x'",
	   ch, NULL, mob, TO_CHAR);
      return;
    }

  WAIT_STATE (ch, PULSE_VIOLENCE);

  deduct_cost (ch, cost, VALUE_SILVER);
  act ("$n utters the words '{a$T{x'.", mob, NULL, words, TO_ROOM);

  if (spell == NULL)		/* restore mana trap...kinda hackish */
    {
      ch->mana += dice (2, 8) + mob->level / 3;
      ch->mana = UMIN (ch->mana, ch->max_mana);
      send_to_char ("A warm {Yglow{x passes through you.\n\r", ch);
      return;
    }

  if (sn == -1)
    return;

  spell (sn, mob->level, mob, ch, TARGET_CHAR);
}
